| 700. Powers
700.1 A card’s powers may include the game text in its text box, as well as any keywords or quoted text added to it by modifiers. There are three types of powers: action, triggered, and always-on. A paragraph break in the text of a card, represented by “<p>” in these rules, denotes a separate power. However, keyword powers may be grouped together to save space. 700.2 Some powers function in areas other than play. Such powers specify what areas they function in. Unless a power specifies that it functions in another area, or unless it can only function in another area, powers function only on cards in play. 700.3 Some modifiers cause a card in play to lose its powers. Such a card effectively has a blank text box for the duration of such a modifier. As a lost always-on power (see section 703) returns, any continuous modifiers that power is generating get a new timestamp (see section 711.2). A lost power that returns will be the same power as it initially was if its source is the same card as before (see section 400.11a).
701. Action powers 701.1 An action power comes from an action card or can be identified on a hero or feature by the “Action:” text preceding the power. 701.2 A player may use an exhaust or free action power any time it’s his or her turn. Combat action powers can be used only during combat. Only a ready hero or obstacle can use an exhaust action power, and doing so exhausts it. Only a card’s controller, or its owner if it has no controller, can use its powers. 701.3 A card’s restrictions on the number of times a payment power can be used apply only to that card and that power, and not to any other cards with the same name. Such restrictions apply as long as that card is the same card (see section 400.11a) and that power is the same power. Example: You control two different Ashtoreth, Colossus in a combat and you use one’s Colossal Blast action in a combat. Your opponent plays Honorguard and removes some attacks from the combat. You can use the second Ashtoreth’s Colossal Blast since it is a different card, so you can use its power once this combat also. Ashtoreth, Colossus, Major Hero, Evil Swara-Titan, 2 ATK, 2 DEF Colossal Blast – Combat Action: One per combat, discard a card to add 4 attacks to a combat in my zone. Honorguard, Combat Action, Good Remove 2 enemy attacks from this combat. 701.4 Some action cards cancel other actions. You may play such a card when it is not your turn as your opponent attempts to play an action it can cancel. If you do, the playing of that action is completely cancelled. A canceled action doesn’t resolve, create modifiers, or trigger powers or modifiers that trigger off that action being played. 701.4a A card that was exhausted to play an exhaust action doesn’t ready if that action is canceled. Example: You exhaust Dante Vale to play the exhaust action card Hyperstride. Your opponent plays Breakspell in response. Dante Vale doesn’t ready, because Hyperstride was canceled. Dante Vale, Private Investigator, Major Hero, Good Seeker, 5 ATK, 4 DEF Whenever I play a Hyperstride card, ready me. <p> Megapunch – Exhaust Action: KO target hero in my zone. Breakspell, Exhaust Action, Good Cancel an enemy Exhaust Action card or Free Action card. It’s now your turn.
702. Triggered powers 702.1 A triggered power can be identified by the words “when” or “at.” It watches for its trigger event to happen, at which point it triggers and resolves. It triggers off every instance of its event, including multiple events happening simultaneously. 702.1a Some powers trigger when an event “next” happens. If multiple trigger events next happen simultaneously, then all are considered to be “next” and trigger such a power multiple times. 702.2 Some triggered powers have an if-condition after the trigger event, set off by commas. Such a power triggers only if its condition is true. Example: You control Venadek, Scruffy Scrapper. Its power won’t trigger if you don’t control any other minor heroes. Venadek, Scruffy Scrapper, Minor Hero, Good Yama-Titan, 3 ATK, 4 DEF Unblockable <p>At the start of each round, if you have any other minor heroes in play, eliminate me. 702.3 If a triggered power appears or disappears at the same time as the trigger event it’s watching for, it triggers. 702.4 A triggered power uses the game state immediately before an event to determine whether that event matches the trigger event it’s watching for. Powers that trigger off a card entering play or entering a zone are an exception to this rule and use the game state immediately after that event. 702.5 Some powers trigger when a card “becomes [something].” A card “becomes [something]” only if it was not [something] and then became [something]. 702.6 If multiple powers try to resolve simultaneously: •Resolve triggered powers on features first. If there is more than one, the lead player decides the order in which they resolve. •If players have more than one triggered power, the lead player resolves all of his or her triggered powers one at a time in the order of his or her choice. Then, the defending player resolves all of his or her triggered powers one at a time in the order of his or her choice.
703. Always-on powers 703.1 Any power that is not an action or triggered power is an always-on power. Each of a card’s always-on powers generates a continuous modifier that doesn’t have a specified duration and lasts as long as that card is in the appropriate area and has that power. 703.2 Additional restrictions on a card or power are always-on powers that function in all areas from which that card can be played or that power can be used.
704. Targets 704.1 Some powers require one or more targets. These are cards or players that must be chosen when a player attempts to play or use the power. Each target has a target description. A target can’t be chosen unless it meets that description. 704.1a A power is targeted only if it has the word “target” in its text. 704.1b The same card or player can’t be chosen as two or more targets of one power. 704.1c Some powers give a targeted power to a card in play. The targets for such a power are not chosen when that power is given; they are chosen as that power is used. Example: You play Thundercut. As you play it, you must choose the target hero that will gain the specified power. However, you don’t choose the target hero that will be KO’d by that power until you use it. Thundercut, Free Action, Evil This round, target hero gets “Exhaust Action: KO target hero with the same or less DEF as the round number."
705. Entering play 705.1 A card enters play as it comes into the play area from some other area. A token also enters play as it’s put into the play area. A player puts a card into play by following the instructions listed below in order. 705.1a Any modifiers created “as [that card] enters play” are created simultaneously. 705.1b Any “come into play exhausted,” “come into play with counters,” and/or “come into play [do something] or eliminate me” modifiers are processed. If there is more than one such modifier, they are processed cumulatively. All cards enter play ready unless otherwise specified. Example: You play Storm Gladiator, Wind and Metal. That card enters play exhausted; it doesn’t enter play ready and then exhaust. Storm Gladiator, Wind and Metal, Minor Hero, Evil Krono-Titan, 3 ATK, 3 DEF Unblockable <p>I come into play exhausted. •Heroes enter play in their controller’s zone 1 unless otherwise specified. •Features enter play in a zone described by the mission’s text. 705.1c That card’s continuous powers generate continuous modifiers, and applicable continuous modifiers (including its own) take it into account as a card in play. 705.1d Powers or modifiers that trigger “when [that card] enters play” now do so (702.4).
706. Modifiers 706.1 There are two types of modifiers: one-shot (see section 707) and continuous (see section 708). 706.2 A power can create one or more modifiers of either or both types. If parts of a power’s text have different durations, that power creates separate modifiers for each of those parts. A modifier can’t have more than one duration. If a power’s text has both one-shot and continuous parts, that power creates separate modifiers for each of those parts. 706.3 A player applies a modifier by processing its text in order. If some of the modifier is impossible to perform, only as much as possible is performed. If a card refers to “that [thing],” it’s referring to the last time that [thing] was mentioned in its text, even if “that [thing]” doesn’t currently describe it. 706.4 Some modifiers affect cards in areas other than play. Such modifiers specify what areas they affect cards in. Unless a modifier specifies that it affects cards in another area, or unless it can only function by doing so, modifiers only affect cards in play. 706.5 Some modifiers affect a zone. All heroes or features in the affected zone are affected by the modifier if applicable. 706.6 The source of a modifier is the card whose text created it. The source of a modifier created by another modifier is the same as the source of the original modifier. A definite modifier (see section 708.3) inherits the text of its source as it’s created. An indefinite modifier (see section 708.2) always uses its source’s current text. 706.7 The controller of a modifier is the player who controlled the card that created it. 706.8 Some modifiers say a player “may [perform one or more actions].” That player may choose to perform those [actions] only if he or she can perform them in their entirety.
707. One-shot modifiers 707.1 One-shot modifiers modify the game but have no duration. Example: Shadowspeed, which reads, “Ready target hero,” creates a one-shot modifier. 707.2 Go again is a one-shot modifier that lets the turn player take an additional turn after this one, before the opponent’s next turn. That player may use this additional turn to pass (see section 500.2). If two or more go again modifiers are created during the same turn, only one additional turn can be taken.
708. Continuous modifiers 708.1 Continuous modifiers modify the game over a period of time and are either definite or indefinite. 708.2 An indefinite modifier is generated by a card’s always-on power (see section 703). It has no specified duration and lasts until the game ends or until that card is no longer in the appropriate area with the appropriate power. Such a modifier always uses information from the current game state. Example: While Hoplite is in play, his modifier continuously counts the number of other friendly minor heroes in its zone. It lasts until he leaves play or loses his power. Hoplite, Lionhearted, Minor Hero, Good Krono-Titan, 2 ATK, 2 DEF Teamwork – I get +1 ATK and +1 DEF for each other friendly minor hero in my zone. 708.3 A definite modifier is created by an action or triggered power. It usually has a specified duration. If no duration is specified, such a modifier lasts until the game ends. 708.3a Some definite modifiers have a “while” condition as well as a duration. Such a modifier applies only while that condition is true within its duration. That condition is not a duration. 708.3b If parts of a power’s text have different durations, the power will create a separate definite modifier for each of those parts. A modifier can’t have more than one duration. If a power’s text has both one-shot and continuous parts, the power creates separate modifiers for each of those parts. Unless more than one duration is explicitly specified, all continuous modifiers in a sentence have the same duration. 708.3c A definite modifier exists independently from its source. Removing or modifying that source after that modifier is created won’t impact that modifier in any way. Example: It is round 5, and you play LeBlanche, Prim and Proper. Your opponent uses Augerfrost to KO LeBlanche. You can still play an extra major hero this round. LeBlanche, Prim and Proper, Minor Hero, Good Seeker, 2 ATK, 2 DEF Bring the Cavalry – If you play me from your hand in round 3 or later, you may play an extra major hero this round. Augerfrost, Exhaust Action, Evil KO target minor hero. <p> Go again. 708.3d A definite modifier affecting multiple cards doesn’t flag any cards as it’s created. Such a modifier continuously checks what cards it applies to, so it can affect cards that weren’t affected as it was created, and it can stop affecting cards that were affected as it was created. Example: You control one hero and play Avoidance, which reads, “All friendly heroes are unblockable this round.” Later that turn, you play a second hero. That hero is also unblockable. Later that same turn, an opponent gains control of one of your heroes. That hero is no longer unblockable, because it’s no longer a friendly hero. 708.3e Some definite modifiers from a power refer to cards affected by an earlier part of that power. Such a modifier does flag those affected cards as it’s created, and applies only to those cards for its duration. This is an exception to section 708.3d.
709. Triggered modifiers 709.1 Triggered modifiers are a type of definite modifier. Such a modifier either has a duration or specifies that it triggers the “next” time a specified event happens. Otherwise, it lasts until the game ends. A triggered modifier can be identified by the words “whenever,” “when,” or “at,” and it functions like a triggered power, except that it triggers off its specified event only within its duration. No choices are made for a triggered modifier before it triggers (including targets). Example: Set a Trap creates a triggered modifier that triggers when a hero moves into the selected zone this round. The triggered power it creates is “stun it.” Set a Trap, Exhaust Action, Evil Draw a card. Choose a zone. Whenever a hero moves into that zone this round, stun it.
710. Replacement modifiers 710.1 Modifiers that use both “would” and “instead” are replacement modifiers. A replacement modifier replaces a specified event with one or more modified events. The specified event never happens, so no powers or modifiers can trigger off it. Instead, the modified events happen, which may in turn trigger powers or modifiers. 710.1a If multiple modifiers would replace the same event, the player that would have been affected by that event (or the controller of the card or power that would have been affected) chooses one and applies it. Then, if one or more modifiers are still competing to replace that event, that player chooses another one and applies it, and so on. 710.1b A replacement modifier can replace an event any time. In order for a replacement modifier to replace an event, that modifier must exist immediately before that event would happen. Replacement modifiers replace every instance of the specified event, even if that event happens multiple times simultaneously. Example: You control Mucalin in zone 1, and two heroes you control in zone 4 are KO’d by combat attacks simultaneously. Mucalin’s replacement modifier replaces both KO events and is eliminated. Mucalin, Natural Guardian, Major Hero, Good Yama-Titan, 3 ATK, 3 DEF Intervene – If a friendly hero would be KO’d, eliminate me instead. 710.1c A replacement modifier replaces the specified event even if one or more of the modified events can’t be done. 710.1d The modified events created by a replacement modifier have been affected by that particular modifier and can't be affected by it again, and neither can any events which those events get turned into by further replacement modifiers. However, they can be affected by a different instance of that replacement modifier.
711. Modifier interaction 711.1 Continuous modifiers are applied in timestamp order unless one depends (see section 712) on another. Replacement modifiers are an exception and follow section 710.1c. One-shot modifiers have no timestamp and are applied as they are created, after taking into account all applicable continuous modifiers. 711.2 The timestamp of: 711.2a A card in play is the time that card entered play. If that card started the game in play, its timestamp is the start of the game. 711.2b A card in a non-play area is the time that card entered that area. If that card has been in that area the entire game, its timestamp is the start of the game. 711.2c A continuous modifier from a power is the time that power was played. 711.2d A continuous modifier from a card’s always-on power (see section 703.1) is the timestamp of that card (if that power is printed on that card) or the time that power was added to that card (if that power is not printed on that card). If a lost always-on power returns, any continuous modifiers that power generates get a new timestamp (see section 700.3). 711.2e A continuous modifier from an unnamed counter that increases the ATK or DEF of the card it’s on is the time that counter was put on that card. 711.3 If multiple continuous modifiers start to apply simultaneously, the lead player first chooses an order for the timestamps of those modifiers that he or she controls. All are timestamped before any other modifiers that would be applied at the same time. Then the defending player chooses an order for the timestamps of those modifiers that he or she controls, with his or hers all being timestamped after the lead player’s.
712. Modifier dependency 712.1A continuous modifier depends on a second modifier if the presence of the second changes which cards the first could apply to or what result it could apply to them. Modifiers never depend on replacement modifiers. Modifiers that don’t depend on any modifiers are “independent.” 712.2 If at least one modifier is dependent upon another, arrange all independent modifiers in timestamp order. Then, insert each modifier that depends on another after the latest timestamp among itself and all the modifiers it depends upon. Apply the modifiers in the resulting order. 712.3 If two or more modifiers all depend on each other, section 712.2 would make each of them try to apply after all the others. Such a loop has to find a starting point for each card it affects. Apply the earliest timestamped modifier in the loop that applies to that card, and then continue through the loop applying each modifier in dependency / timestamp order, once each. | |
Huntik ws is a Fan Website for the famous 'HUNTIK: Secrets & Seekers' children's TV Show. Artwork on Huntik ws website, including Huntik logo and all other Huntik images are protected by copyright and are the property of their respective owners. Artwork on this website can be used for personal intention only. Usage of any Huntik pictures other than personal use is strongly prohibited. For more information on licensing Huntik products based on the Huntik animated TV series, please contact Huntik licensing department at Upper Deck Company, or Rainbow S.p.A.
Huntik is an Italian animated TV series created by Iginio Straffi of Rainbow S.p.A., as a co-production with Big Bocca Productions (an Irish entertainment production and licensing company owned by Richard McWilliam, CEO and owner of The Upper Deck Company, LLC and Rainbow S.p.A.).
Huntik made its debut at the MIPCOM show in Cannes, and premiered January 3, 2009 in the U.S. on The CW4Kids. Created and directed by legendary Italian animator Iginio Straffi (who also created The Winx Club and Monster Allergies), Huntik was awarded as best cartoon for entertainment and business opportunities at MIPJunior, a leading international exhibition dedicated to children's tv programmes.
Huntik TV series was broadcast in Italy on Rai 2 and in foreign channels including the The CW4Kids (United States), Disney XD -previously Jetix- (UK & Ireland), MTV3 (Finland), Rede Record (Brazil), Jetix / Disney XD (Netherlands), Childern Channel (Israel), RTL II (Germany), ZAZ (Mexico), Network Ten (Australia), TV Tokyo (Japan), South Africa, Singapore, Greece, Austria, Portugal and the Philippines.
Huntik trading card game, produced by Upper Deck Entertainment, was released in 2009 in Starter decks and booster packs. A line of Huntik action figures has also been released by Upper Deck. |